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Forums - Nintendo Discussion - The Legend of Zelda: Echoes of Wisdom out now on Switch

curl-6 said:
HoloDust said:

From my POV, that's one of the problems with modern Zelda - its creators, for the most part, don't understand that most tools must come at some price for them to have any meaning. They need to actually make you stop and think about how you will proceed - otherwise game challenges become downright trivial, like in EoW.

I don't find solutions to "puzzles" in EoW to be clever at all - they are just there, since you have crapload of echoes with no cost to expand them. Combat is even worse, especially once you figure that is a lot more efficient to just call on new one instead of waiting for old to attack again - again at no cost.

I'm glad for everyone that enjoys it...for me, EoW is just another step in the wrong direction. I guess, back to waiting for someone to actually get Zelda move toward Zelda 1 (or, even better, Zelda 2) formula, while implementing immersive sim mechanics much more cleverly than they are in the current state.

I personally found that EoW made me stop and think often.

If it's any consolation to you, Aonuma's in his 60s so it's probably not long now until he retires and hands over guidance of the series to someone else.

Well, I'm patiently waiting for that day - Aonuma wasn't all bad for Zelda IP (saying that as someone who actually likes puzzles in his adventures/RPGs), but should have never been put in charge of the whole IP, since, from my POV, never managed to find a proper balance between exploration, combat and puzzles.

Hopefully, someone who takes over actually likes the original Zelda and builds upon its legacy...and doesn't shy away from playing other games and taking good ideas from them, while preserving core LoZ concepts.



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Tober said:

I agree with some points you make, but I'd be interested in your idea for a new 2D Zelda game. You'd have to come up with a new gameplay concept though, because that's what every 2D Zelda has. So no A Link to the Past, but prettier, or in that vain. I'm impressed with EoW feeling new again.

That's not true. Most of the time it's nothing more than a new feature for the gameplay concept that already works.



Legend11 correctly predicted that GTA IV will outsell Super Smash Bros. Brawl. I was wrong.

RolStoppable said:
Tober said:

I agree with some points you make, but I'd be interested in your idea for a new 2D Zelda game. You'd have to come up with a new gameplay concept though, because that's what every 2D Zelda has. So no A Link to the Past, but prettier, or in that vain. I'm impressed with EoW feeling new again.

That's not true. Most of the time it's nothing more than a new feature for the gameplay concept that already works.

LoZ: First
AoL: Experience point system, side scrolling battle system
aLttP: Different battle (swing sword), dual world
LA: Combo of side and top view
OoS: Change seasons for puzzles, link games
OoA: Time travel for puzzles, link games
4S: 2-4 player
4SA: 1-4 player with big TV support
MC: Small/big
PH: Touch controls, seafaring
ST: Dual character control (Link& Zelda)
ALbtW: Wall merging
EoW: Echoes

Every game has its experience defined by it's new gameplay features. It's what gives the games their personality. I'm surprised with EoW they could come up again with something new honestly. I thought we did not get any new '2D' Zelda, becomes they ran out of new ideas. Happy I was wrong.



Tober said:
RolStoppable said:

That's not true. Most of the time it's nothing more than a new feature for the gameplay concept that already works.

LoZ: First
AoL: Experience point system, side scrolling battle system
aLttP: Different battle (swing sword), dual world
LA: Combo of side and top view
OoS: Change seasons for puzzles, link games
OoA: Time travel for puzzles, link games
4S: 2-4 player
4SA: 1-4 player with big TV support
MC: Small/big
PH: Touch controls, seafaring
ST: Dual character control (Link& Zelda)
ALbtW: Wall merging
EoW: Echoes

Every game has its experience defined by it's new gameplay features. It's what gives the games their personality. I'm surprised with EoW they could come up again with something new honestly. I thought we did not get any new '2D' Zelda, becomes they ran out of new ideas. Happy I was wrong.

Indeed, new features. Not gameplay concepts, aside from The Adventure of Link and Four Swords.

I don't agree with the premise that every new game needs to have a new idea. If enough time has passed, it can be just as (if not more) pleasant to have a straight-forward refinement of what was good taking place in a new world.



Legend11 correctly predicted that GTA IV will outsell Super Smash Bros. Brawl. I was wrong.

RolStoppable said:
Tober said:

LoZ: First
AoL: Experience point system, side scrolling battle system
aLttP: Different battle (swing sword), dual world
LA: Combo of side and top view
OoS: Change seasons for puzzles, link games
OoA: Time travel for puzzles, link games
4S: 2-4 player
4SA: 1-4 player with big TV support
MC: Small/big
PH: Touch controls, seafaring
ST: Dual character control (Link& Zelda)
ALbtW: Wall merging
EoW: Echoes

Every game has its experience defined by it's new gameplay features. It's what gives the games their personality. I'm surprised with EoW they could come up again with something new honestly. I thought we did not get any new '2D' Zelda, becomes they ran out of new ideas. Happy I was wrong.

Indeed, new features. Not gameplay concepts, aside from The Adventure of Link and Four Swords.

I don't agree with the premise that every new game needs to have a new idea. If enough time has passed, it can be just as (if not more) pleasant to have a straight-forward refinement of what was good taking place in a new world.

Well that's how Nintendo looks at it. No new idea, no new game.

Gameplay is what the player is doing, how can my examples not be new gameplay. Ask somebody to explain the difference between one Zelda vs. the other and the answer will be the above mentioned gameplay elements.

Example. Ask somebody the defining thing about A Link to the Past and the answer is the dual world.

But to not to get semantics about features vs. gameplay. What new feature would you put in a new 2D Zelda game to have it stand out?



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Tober said:

Well that's how Nintendo looks at it. No new idea, no new game.

Gameplay is what the player is doing, how can my examples not be new gameplay. Ask somebody to explain the difference between one Zelda vs. the other and the answer will be the above mentioned gameplay elements.

Example. Ask somebody the defining thing about A Link to the Past and the answer is the dual world.

But to not to get semantics about features vs. gameplay. What new feature would you put in a new 2D Zelda game to have it stand out?

I am not so sure that Nintendo really thinks that, rather it's what they say for PR purposes. Doesn't mean there's anything malicious about Nintendo's PR, but most of the time there will be new games in any given series because there is demand for them.

A gameplay concept is something much more complex than a gameplay feature. That's why it is generally the case that if you like one game of a series, you'll like other games of the series as well, because they play very much alike even if they do have clear defining differences upon closer inspection.

As for your question, I wouldn't mind a simple EXP system with a few skill trees; you'd earn skill points with each level up. For the sword tree, you'd upgrade strength, speed, spin attack (range and charge speed) and beam, possibly other special moves. A defense tree would provide elemental resistances, reduced knockbacks from enemy hits and the like. A support tree would allow you to mix potions with fewer ingredients, increase potion efficiency and move faster. These are just some quick ideas. And because some of these things could break the game early on, I'd tie some of these skills to items that need to be collected first or challenges that must be completed first.



Legend11 correctly predicted that GTA IV will outsell Super Smash Bros. Brawl. I was wrong.

RolStoppable said:
Tober said:

Well that's how Nintendo looks at it. No new idea, no new game.

Gameplay is what the player is doing, how can my examples not be new gameplay. Ask somebody to explain the difference between one Zelda vs. the other and the answer will be the above mentioned gameplay elements.

Example. Ask somebody the defining thing about A Link to the Past and the answer is the dual world.

But to not to get semantics about features vs. gameplay. What new feature would you put in a new 2D Zelda game to have it stand out?

I am not so sure that Nintendo really thinks that, rather it's what they say for PR purposes. Doesn't mean there's anything malicious about Nintendo's PR, but most of the time there will be new games in any given series because there is demand for them.

A gameplay concept is something much more complex than a gameplay feature. That's why it is generally the case that if you like one game of a series, you'll like other games of the series as well, because they play very much alike even if they do have clear defining differences upon closer inspection.

As for your question, I wouldn't mind a simple EXP system with a few skill trees; you'd earn skill points with each level up. For the sword tree, you'd upgrade strength, speed, spin attack (range and charge speed) and beam, possibly other special moves. A defense tree would provide elemental resistances, reduced knockbacks from enemy hits and the like. A support tree would allow you to mix potions with fewer ingredients, increase potion efficiency and move faster. These are just some quick ideas. And because some of these things could break the game early on, I'd tie some of these skills to items that need to be collected first or challenges that must be completed first.

That sounds like a neat idea. It's a callback to an Adventure of Link, but molded in a different way. Would not be a first for Nintendo to approach things like that.



HoloDust said:
Valdney said:

I cannot see myself playing this bad video game. Do people really think it is a cool thing to “break” a video game? It gets old fast. This game trivializes combat and traversal. One the best aspects of BotW to me was actually fighting the obstacles imposed by nature when trying to reach the top of a mountain or crossing a river. Then came TotK with its “abilities” and completely destroyed everything. EoW is now doing the same. Sad. 

I already had problems in BotW with climbing - it uses stamina, which can be replenished mid-climb by going into inventory (which pauses game) and using stamina food/elixir, which are made with resources that are pretty much constantly respawning in the world, so practically no cost there - which for me was first step in trivializing exploration. This was actually easily fixable, but they didn't do it, so whether you climb something or not was maybe a decision in first few hours of the game, later becoming moot point due to overabundance of resources.

As I said, Echoes of Tiresome is not a terrible game - but it is disheartening seeing Aonuma striking again with his "puzzle-time" take on everything and instead of making 2D Zelda better, pretty much trivializing most elements of what made it good.

Which actually is not that surprising, he never liked original Zelda, thinking it's too hard. What I'm worried about is that, in mindset in which he obviously is now, if he is tasked with overlooking OoT remake (which is speculated to be next Zelda), he will fuck that up too with his "fresh" ideas.

You bring up a good point on BotW trivializing exploration with overabundance of resources, but it actually never impacted me because I never took the time to cook any elixirs other than the heart restoration one. Lol. Now, in a world where many games make you restore HP in real time, making combat and everything else much more exciting, you would think Nintendo would do it too. But Nintendo seems kinda lost between accessibility and difficulty. 



I'm loving Faron Temple, the music and vibes are great and remind me of the Forest Temple in Ocarina of Time, one of my favs in the whole series.
Not finished yet, but it's competing with Gerudo Sanctum as my favourite dungeon so far.



RolStoppable said:

The game I would call the most comparable to Echoes of Wisdom is Paper Mario: The Origami King. All the ingredients for a great game are there, but one boneheaded decision regarding the core gameplay drags everything down. For TOK it was the removal of RPG staples like EXP and combat abilities during the turn-based battles which were all already proven to work splendidly in the first two Paper Mario games. For EoW it's the removal of the sword (or any conventional weapon, because Zelda could have been given something other than a sword).

Due to the lack of a weapon, EoW feels all too often like you have to take an extra step to get something done. Instead of hitting an enemy directly, you have to summon something. At its core it's also absolutely idiotic to advertise a game as offering so many choices when the most basic and obvious choice is being taken away from the player. There's no "you can play this game like you want" like in Breath of the Wild, here it's a "you have to play it like we want you to." This culminates in the final phase of the story where

Spoiler!
Link comes on the team and takes his weapons back. He then assists you up to and including the final battle where the developers rub it in your face what this game could have been if you were ever given full control of a sword, bow and bombs. You play as Zelda and summon dumb monsters while Link does most of the work and you just watch him go wild.

It's so infuriating.

What's left is a decent to good game which is not the level of quality you'd like to see and expect from a Zelda game. This is the kind of Zelda that Aonuma would love to make until the end of time. It becomes glaringly obvious when

Spoiler!
you tackle the sleep challenges in Kakariko Village. The ones where you can use the sword have extremely generous time limits whereas the ones where you can't use your sword require you to plan carefully if you want the extra bonus for not only beating the target time, but also doing it especially fast. It's as if this made for people who have a very hard time with action-based gameplay, i.e. Eiji "I can't beat the first dungeon in the original Zelda" Aonuma.

Top-down Zelda games are faster to make than 3D Zelda games, but we are getting them at a slower rate anyway. Makes it sting all the more that this is this decade's new top-down Zelda. A Link Between Worlds had its shortcomings, but it did a lot more things right than Echoes of Wisdom.

Lastly, can Nintendo please move on from using A Link to the Past's overworld? They seriously embedded it in Echoes of Wisdom's center with a bunch of alterations, but it's still easy enough to recognize.

Yeah this pretty much confirms my plan to not buy the game. When the game was first revealed I was thinking it was awesome, until I realized you don't actually get to do combat, which is of course a major part of the Zelda series. Seems like they just wanted to make a quirky side game with Zelda as the character rather than give her a mainline game that could stand up with the stellar 2D Zelda pedigree. I've been looking forward to a new 2D Zelda the entire time the Switch has been out, now I'm just gonna hope they come out with a legit mainline 2D Zelda in a few years on the successor.